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    D6 Thrilling Adventures v1.2

    by Cameron Faulkenburgwith help by +Oliver Queen

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    Welcome to the pulps! Using the awesome D6 mechanics presented in Star Wars the Roleplaying Game byWest End Games, we are working on a fun, fast and comprehensive system. Let us know how we are doing!

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    2. Attributes & Skills

    Finishing a Template Advantages/Disadvantages

    Choose from the listed Advantages/Disadvantages and follow the instructions on thetemplate or Up to 9 pips taken from the Attribute dice may be spent on Advantages andany amount of Disadvantages may be taken.

    Pick Skills A beginning character has 7D to spend on skills; you can add 1D or 2D to any skill shown

    on the template. All skills listed beneath a given attribute begin with that attribute's diecode.

    Defining Interests Hobbies, interests or special areas of study. Characters start with four Defining Interests

    and are free to create them during gameplay. Anytime the subject comes up in-game thecharacter gets a +2 Pips modifier to the whatever attribute or skill is most appropriate.These are areas of interest, not skills.

    Spend Money on Equipment A character starting with "cash" can buy more equipment or weapons. Turn to "weapons

    and Equipment," for a list of items your character can purchase.

    Creating a Template Attribute Dice

    Characters start with 18D for attribute dice. No less than 2D and no more than 4D is anattribute. You can split a die into three pips.

    Advantages/Disadvantages List a number of Advantages and Disadvantages for the template. You not need to follow

    this step if you do not wish to. List Skills Starting Equipment

    List reasonable starting equipment for that character.

    Advantages/Disadvantages At character creation a player may spend up to 9 pips on Advantages and any amount on Disadvantages.When subtracting the Advantages from Disadvantages, if the amount is a positive total the pips are removedfrom the Attribute dice pool. If the the total is a negative this total converts to an equal amount of bonus pipsto the Skill dice pool.

    Example #1: Ivan Sokov purchases the Advantages: Athletic Ability (3 pip), Language Ability (1 pip),Natural Resistance (2 pips) and Toughness (3 pips) for a total of 9 pips. He then purchases hisDisadvantages: Bad Liar (-2 pips), Addictions (-3 pips), Hatred of Authority (-2 pips) and Illiterate (-2 pips) fora total of -9. Everything equals out and there is no additional cost or bonus.

    Example #2: Ivan Sokov purchases the Advantages: Athletic Ability (3 pip), Natural Resistance (1 pip), andToughness (3 pips) for a total of 7 pips. He then purchases his Disadvantages: Bad Liar (-2 pips), Addictions

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    (-3 pips), Hatred of Authority (-2 pips) and Illiterate (-2 pips) for a total of -9. The difference is -2. He adds to2 pips to his beginning Skill dice pool. He would have 7D+2 dice to spend on skills.

    Example #3 Ivan Sokov purchases the Advantages: Athletic Ability (3 pip), Natural Resistance (1 pip), andToughness (3 pips) for a total of 7 pips. He then purchases his Disadvantages: Bad Liar (-2 pips), Addictions(-3 pips) and Hatred of Authority (-2 pips) for a total of -7. The difference is 2. He subtracts 2 pips from hisbeginning Attribute dice pool. He would have 17D+1 dice to spend on Attributes.

    Advantages Pips Effect

    Acute Hearing 1 +1D Search roll involving hearing

    Acute Smell/Taste 1 +1D Search when tasting or smelling

    Acute Touch 1 +1D Search involving touch, Sleight of Hand, Security (locks)

    Acute Vision 1 +1D Search involving vision

    Ambidexterity 2 able to use either hand without off hand penalty

    Animal Friendship 1 +1D Animal Handling, Beast Riding

    Artistic Ability 1 +1D Forgery and other applicable skills (GMs discretion)

    Athletic Ability 1 +1D STR skills (but not vs. damage)

    Attractive Appearance 1 +1D social skills towards opposite sex

    Bilingual Background 1 +1D Cultures and in one Language

    Blandness 1 +1D Stealth (when in crowds, faceless appearance)

    Combat Reflexes 2,4 +1D/+2D to Initiative roll

    Contacts 1 contact friendly to character

    Dual Identity 1 second complete identity with proper paperwork

    Education 1 +1D to Knowledge or Technical skill (choose one)

    Eye-Hand Coordination 2 +1D to skill rolls as appropriate by GM

    Fearlessness 1 +1D Command and Willpower

    Internal Compass 1 Easy Perception to find direction

    Language Ability 1 decrease Language task difficulty one level

    Light Sleeper 1 no negative Perception penalties while sleeping

    Mechanical Aptitude 1 +1D repair skills (choose specific skill)

    Natural Lie Detector 2 +1D Bargain, Con, Gambling

    Natural Resistance (pick one) 1 +1D Stamina to resist (pick one)

    Night Vision 1 reduce darkness penalties by 1 category

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    Obscure Knowledge 1 +1D Knowledge when rolling for obscure information

    Observation 1 +1D Search

    Photographic Memory 2 +1D Knowledge on recall rolls

    Presence 2 +1D on social skills

    Spatial Awareness 3 +1D piloting and gunnery skills

    Sixth Sense 1 +1D Search when in possible danger

    Subculture Knowledge 1 +1D in a chosen subculture

    Toughness 1,2,3 +1/+2/+1D on STR rolls vs. Damage

    Wealth 2,3,4 2: 10,000 cash; 3: 25,000 cash; 4: 50,000 cash

    Disadvantages Pips Effect

    Addiction 1,2 1: addictive drugs (once per day or -1D on all skill checks); 2: highly addictive(once per day or -2D to all skill checks)

    Allergy 1,2 -1D/-2D STR, Stamina to resist a chosen allergen

    Bad Liar 1 -1D Con, Gambling

    Clumsiness 1 -1D/-2D/-3D to DEX skills

    Color Blind 1

    Cowardice 1 -1D Command

    Curiousity 1 -1D Willpower to resist investigating things, even if they are dangerous

    Deep Sleeper 1 -1D to Perception rolls while sleeping

    Dependent 1 someone who you are responsible for

    Debt 1,2,3 1: -10,000 cash; 2: -25,000 cash; 3: -50,000 cash

    Easily Intoxicated 1 -1D Stamina when drinking

    Ego Signature 1 Might have to leave a signature after a job

    Gambler 1 -1D Willpower to not take a chance if a big payout is possible

    Greed 1 -1D Willpower when offered something you want

    Hatred of Authority 1 +1D vs. Command skill rolls but will react badly to those in command

    Hearing Impairment 1 -1D Perception rolls involving hearing

    ID Trouble 1 character has trouble with identifying himself, this could be no ID or his identityis connected to another person

    Illiterate 1 cannot read and unable to make library/research skill rolls

    Mood Swings 1 -1D on all social skill rolls

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    Moral Qualms 1 code against killing, etc

    Night Blindness 1 increase difficulty one level for environmental effects involving darkness

    Overweight 2 -1D Stamina rolls, Move -2

    Paranoia 1

    Phobias 1 -1D Willpower when dealing with phobia (pick one)

    Quirk 1 No more than two Quirks may be chosen

    Out of Shape 1 -1D Stamina rolls

    Flashbacks 1,2 When in a stressful situation and a 1 comes up on the Wild Die charactersuffers a flashback; -1D/-2D to all skill rolls. Must make a Willpower roll -1D/-2D

    to act normally

    Unattractive 1 possible -1D social skills, especially with members of opposite sex

    Unmistakable Feature 1 scars and birthmarks (primarily things which are too large to remove or

    removal forbidden by a religion, ie a tattoo

    Vision Impairment 1,2 1: requires corrective lenses (-1D to Perception skill rolls); 2: partial blindness(-1D to Perception skill rolls, increased ranged weapon difficulty one category

    Wanted 1,2,3 1: single person; 2: several people or organization; 3: well equipped group orpowerful organization.

    Weak Immune System 1 -1D STR to healing rolls and infection

    SkillsDexterity:

    Acrobatics Artillery Bows Brawling (use STR to determine damage) Brawling Parry Dodge Grenade Guns ( Handguns, Machine Guns, Rifles, Shotguns, Sub-Machine Guns ) Melee Combat Melee Parry Missile Weapons ( rocket weaponry ) Sleight of Hand

    Running Thrown Weapons ( Bolas, Spear )

    Knowledge: Bureaucracy Business Cultures ( Ancient Cultures ) Geography

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    Intimidation Law Enforcement Languages ( Dead Languages ) Scholar Streetwise Survival (Orienteering ) Tactics Value Willpower

    Mechanical: Drive Hover Vehicle Drive Motorcycle Drive Tracked Vehicle Drive Wheeled Vehicle ( Large Truck, Wheeled Vehicle Operation ) Gunnery Capital Ship Gunnery Submersible Gunnery Vehicle ( Large Plane Gunnery, Small Plane Gunnery ) Jet Pack Operation Navigation Pilot Capital Ship Pilot Dirigible (Zeppelin, Hot Air Balloon ) Pilot Plane ( Gyrojet, Jet, Large Plane, Small Plane ) Pilot Rotary Wing ( Helicopter, Ornithopter ) Pilot Submersible Pilot Water Vehicle Radar Operations Radio Operations

    Rocket Pack Operations

    Perception: Animal Handling Bargain Command Con Forgery Gambling Hide Investigation Persuasion Search Sneak

    Strength: Athletics (replaces Climbing/Jumping and Lifting) Stamina Swimming

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    Technical: Demolitions Engineering (A: must pick a speciality that is 5D) First Aid Medicine (A: must have First Aid 5D) Repair Artillery Repair Capital Ship Repair Capital Ship Weapon Repair Dirigible Repair Electrical Repair Gun ( Handgun Repair, Machine Gun Repair, Rifle Repair, Sub-Machine Gun Repair ) Repair Jet Engine Repair Plane ( Small Plane Repair, Large Plane Repair ) Repair Rotary Wing Repair Submersible Repair Tracked Vehicle Repair Wheeled Vehicle ( Car/Truck Repair, Large Truck Repair, Motorcycle Repair ) Security Weird Science

    Common KnowledgeInstead of asking characters to have dozens of background skills they rarely need in actual play, use theconcept of Common Knowledge. The hero knows the basic history of his land, common etiquette, how toget around geographically, how to operate common machinery or equipment native to his time period andlocation, and who the major players in his locality are. A Common Knowledge roll is made by rolling thecharacters Knowledge attribute.

    If a characters background suggests he should know something about a subject, must make a,

    Knowledge roll vs the difficulty.

    Easy (6-10) Most in his area or profession would know the answer (4:5).

    Moderate (11-15) Some in his area or profession would know the answer (1:2).

    Difficult (16-20) Very few in his area or profession would know the answer (1:10).

    Knowing how to do a dance, for example, is a Common Knowledge roll. If it becomes important to see howwell a character performs the dance, the GM might ask for Dexterity roll (with no bonuses or penalties).

    For example, an adventure might read: Anyone who makes a Common Knowledge roll detects that thiscavern was carved by civilized hands, not formed naturally. An archaeologist knows more about stoneworkthan a football jock, so give the archeologist +2 pips on the roll.

    Defining InterestsHobbies, interests or special areas of study. These are areas of interest, not skills. Players start with fourDefining Interests and are free to create them during game-play. Anytime the subject comes up in-game theplayer gets a +2 pip modifier to the whatever attribute or skill that is most appropriate.

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    Story FactorsStory factors include notes on the what makes a character special, either from an innate, inborn ability,something special about his culture or beliefs. These story factors are directly related to a charactersbackground and often include a narrowly defined modifier. Story factors can be used as an aid for both the

    player and the gamemaster (and canny gamemasters can often spin these factors into on ongoingadventure).

    Example: Ivan The Bear Sokov is a professional pugilist and known for having an iron jaw.

    Iron Jaw: Whenever he is in brawling combat and a stunned result is possible, he rolls hiswillpower vs the amount of damage, if equal to or higher he does not suffer from stun.

    Character Points All characters start the game with ten Character Points. These may be spent during the game to improve acharacters skill or attribute rolls. A player spending one Character Point rolls one extra die and adds it to

    the skill (or attribute) total. If the roll is a 6, add six to the total and roll the die again, adding the new roll aswell - keep on rolling if you keep getting sixes. A player can wait until after a skill or attribute roll is madebefore deciding to spend Character Points, but they must be spent before anyone else takes an action.Character Points may not be spent in the same round a Hero Point is spent. No more than five CharacterPoints may be spent to improve a skill or attribute roll.

    Hero Points All player characters begin the game with at least one Hero Point. A player may spend one Hero Point in around; all skills, attributes and special ability die codes are doubled for the rest of the round. Anything thatis not part of the character - weapon damage codes, airplane hull die codes and so forth - is not doubled. Acharacter may not spend a Character Points in the same round that a Hero Point is used.

    Non-Exhaustive Incomplete List of Every Character Archetype Ace Pilot Archaeologist AthleteCollege ProfessorConstruction WorkerExplorerFemme-FataleFrench Foreign LegionGun-RunnerIllusionistMan of MysteryMechanic/EngineerMissionaryNative American BraveOpium SmugglerOriental Medicine ManPugilistSailor

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    ScholarScientist/ Mad ScientistSoldierSpyVillage NativeVoodoo PriestWitch Doctor

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    4. The Rules

    Character Points: players begins the game with 10 Character Points instead of the typical 5.

    Hero Points: may be used for any heroic action during the game. It must be announced at the beginning ofthe round and doubles the dice pool for one round for all skills and attributes. Cannot use Character Pointsand Hero Points in the same round.

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    5. Combat and Injuries

    Minion Protection: When a players hero is attacked by a minion any damage greater than Wounded istreated as knocked unconscious for 10D6 minutes and will awake at Wounded 2.

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    17. Weapons & Equipment

    Melee Weapons

    Item Difficulty Damage Availability Cost

    Trench Knife Very Easy STR+1D; STR+2 (punch)

    Trench Shovel Moderate STR+2

    Knife Very Easy STR+1D (maximum 6D)

    Sword Easy STR+2D

    Whip Moderate STR+1; Whips cant do more than one wound levelper strike. Any type of armor negates the whipsdamage. A whip has a maximum range of 4 meters.It may be used to trip an opponent, and the usergets a +1D attack bonus to disarm a target.

    Brass Knuckles Very Easy STR+2

    Hatchet Easy STR+2; STR+1D+2 (if thrown 3-6/10/15)

    Pistols

    Item Ranges RoF Accuracy Damage Ammo Availability Cost

    Light Revolver 3-10/30/120 1 3D+2

    Medium Revolver 5-10/35/120 1 4D

    Heavy Revolver 3-10/30/100 1 4D

    Light Semi-Automatic 5-15/40/110 1 3D+2

    Medium Semi-Automatic 5-15/40/120 1 4D

    Heavy Semi-Automatic 5-10/35/110 1 4D+1

    Rifles

    Light Rifle 3-30/100/300 1 4D+2

    Medium Rifle 3-30/100/300 1 5D

    Heavy Rifle 5-40/100/300 1 5D+1

    Military Rifle 3-25/50/200 1 5D+1

    Assault Rifle/Sub-Machinegun

    Assault Rifle 3-15/30/90 1 4D

    Heavy Machinegun 5-30/60/130 1 6D

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    Shotgun

    Pump Shotgun 3-10/20/60 5D+2

    Flamethrowers

    Flamethrower

    Grenades

    Type Range AoE Damage

    Fragmentation 3-7/20/40 02/4/6/10 5D/4D/3D/2D

    Smoke 3-7/20/40 10m radius (12 rounds) +2D to +4D cover

    Gas

    Light Revolver (.38): Colt Detective *USA 1926), Enfield No. 2 Mk I (Britain 1927), Webley Mk III (Britain1897), Webley-Fosbery (Britain 1901), Colt Detective (USA 1926), Enfield No. 2 Mk I (Britain 1927),Webley Mk III (Britain 1897), Webley-Fosbery (Britain 1901).

    Medium Revolver (9.mm): Nambu Type 26 (Japan 1893).

    Heavy Revolver (.357, .45, .455): Colt New Service .455 (USA 1909), Colt Peacemaker .45 (USA 1873),S&W Model 27 .357 (USA 1927), S&W Model 1917 .45 (USA 1917), Webley Mk IV .455 (Britain 1899),Webley-Fosbery .455 (Britain 1901).

    Light Semi-Automatic ( .30, .32, .380): Bayard 1923 .380 (Belg 1923), Beretta 1934 .380 (Italy 1934),Colt Service .380 (USA 1929), Frommer Stop .32 (Hung 1919), Luger P-08 .30 (Ger 1902).

    Medium Semi-Automatic (6.35mm to 9mm): Bayard 1923 .380 (Belg 1923), Beretta 1934 .380 (Italy1934), Colt Service .380 (USA 1929), Frommer Stop .32 (Hung 1919), Luger P-08 .30 (Ger 1902), MauserModel 1934 6.35mm (Ger 1934), Walther Model 8 6.35mm (Ger 1921), Mauser C96 Broomhandle7.63mm (Ger 1896), Beretta 1935 7.65mm (Italy 1935), Frommer M37 7.65mm (Hung 1937), MauserModel 1910/14 7.65mm (Ger 1910), Tokarev TT-33 7.62x26mm (USSR 1933), Walther P38 9x19mm (Ger1937), Nambu Model 94 8mm (Japan 1934), Nambu Type 14 8mm (Japan 1925) ,Czech Model 22 9mm(Czech 1922), Glisenti Model 1910 9mm (Italy 1910).

    Heavy Semi-Automatic ( .45, .455): Remington Derringer .41 (USA 1866), Colt M1911/M1911A1 .45(USA 1911), Webley & Scott M1904 .455 (Britain 1904).

    Light Rifle: Remington Model 34 .22 (USA 1932), H&H Royal .300 (Britain 1925).

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    Medium Rifle (9.3mm, 11.2mm): Mauser Special 9.3mm (Ger 1918), Krieghoff 11.2mm (Ger 1922)

    Heavy Rifle (.375mm, .45 ): Winchester Model 70 .375 (USA 1936), H&H African .45 (Britain 1927)

    Assault Rifle: Arisaka Type 44 6.5mm Arisaka (Japan 1912), Czech ZH29 7.92mm Maus (Czech 1922),FN Model 1889 7.65x53mm (Belg 1889), Frommer M35 8mm (Hung 1935), Fusil MAS 1936 7.5mm(French 1936), Lebel Model 1916 8mm (France 1916), Mauser Gewehr 98 7.92mm (Ger 1898),Mosin-Nagant M10 Carbine 7.62x54mm (USSR 1910), Schmidt-Rubin 1931 7.5x53mm (Switz 1931),Simonov Model 36 7.62x54mm (USSR 1936), Spanish Model 1893 7x57mm (Spain 1893).

    Sub-Machine Guns: Astra Model 902 7.63mm (Spain 1928), Beretta Model 1918 9mm (Italy 1918),Bergman MP18.I 9x19mm (Ger 1918), Bergman MP28.II 9x19mm (Ger 1928), Bergman MP35/1 9x19mm(Ger 1934), Erma MPE or MP38 9x19mm (Ger 1932/37), Mauser M30/M32 Broomhandle 7.63mm (Ger1930), Moschetto OVP 9mm (Italy 1916), PPD M-1934 7.62mm (USSR 1934), Star Si35 9mm Largo(Spain 1936), Steyr-Slothurn S100 9x19mm (Austria 1934), Suomi M31 9x19mm (Finland 1930),

    Thompson M1-A1 .45 ACP (USA 1921), Thompson M-1928 .45 ACP (USA 1928).

    Automatic Rifles and Light Machine Guns: BAR M1918A2 .30-06 (USA 1918), Breda M30 6.5mm(Italy 1930), Bren Mk I .303 (Britain 1937), Czech ZB26 7.92mm (Czech 1924), Degtyarev DP 7.62x54mm(USSR 1928), Hotchkiss 1922 6.5mm (France 1922), MG08/15 Light Maxim 7.92mm (Britain 1915),Nambu Type 92 7.7mm (Japan 1932).

    Heavy Machine Guns: Breda M37 8mm (Italy 1937), Browning M2 .50 (USA 1933), Browning M1917.30-06 (USA 1917), Maxim MG08 7.92mm (Ger 1908), MG34 7.92mm (Ger 1933), Vickers Mk I .303(Britain 1912).

    Shotguns: Double barrel, Sawn-off shotgun

    Flamethrowers: Type 93 (Jap), Flammenwerfer 35 (Nazi).

    Pulp-Era Bulletproof VestWater canteenGrappling hookRopeFlashlightUV lightChalkSpecial Chalk (needs UV light to see message)Knockout gasOilGasoline

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    13. The Pulp Era

    Common Devices/Technologies

    Adding machine (1872), Air conditioner (1902), Airplane (1903), Airship (zeppelin) (1900), Aspirin (1899), Automobile (1885), Battery dry cell (1866), Bicycle (1839), Blue jeans (1850), Blueprints (1840), Burglaralarm, electric (1858), Cash register (1884), Coca-Cola (1886), Contact lens (1887), Corn flakes (1906),Crayons (1903), Diesel engine (1892), Dynamite (1866), Electric chair (1890), Electric starter (1911),Electromagnet (1825), Elevator, safety (1861), Escalator, modern (1900), Ether anesthesia (1842), Film,roll (1881), Flamethrower (1912), Flashlight (1898), Internal combustion engine (1876), Light bulb (1878),Lock, cylinder/Yale (1861), Machine gun, Gatling (1862), Machine gun, Maxim (1885), Matchbook (1889),Matches, safety (1844), Metal detector (1881), Mimeograph (1875), Morse code (1838), Motion pictures(1895), Motorcycle (1885), Movie camera (1904), Neon light (1902), Panama Canal (1914), Paper clip(1899), Pasteurization (1856), Pen, fountain (1884), Phonograph (1877), Photoelectric cell (1873),Photography (1811), Plastic (primitive) (1862), Postage stamp (1837), Potato chips (1853), Radio receiver(1901), Rayon (1855), Razor, safety (1901), Refrigerator (1834), Relativity, theory of (1905), Revolver(1836), Roller coaster (1898), Roller skates (1863), Safety pin (1849), Seismograph (1880), Sewingmachine, Howe (1846), Sonar (1906, 1915), Stapler (1841), Steam turbine (1884), Stethoscope (1816),Submarine (1898), Suez Canal (1869), Swiss Army knife (1891), Telegraph (1837), Telephone (1876),Telephone, pay (1889), Thermometer (1867), Toilet paper (1880), Toothpaste tube (1892), Torpedo (1866),Traffic light (1868, 1923), Travelers checks (1891), Trolley car (1911), Typewriter (1867), Vacuum cleaner(1899), Vulcanization (1839), X-rays (1895), Zipper (1893, 1913).

    Recent Devices/Technologies

    Aircraft carrier (1921), Autogyro (1923), Automatic pilot (1914), Band-Aid (1920), Bra (1913), Bubble gum

    (1928), Car radio (1927), Cellophane (1912), Coal oil (1921), Dry ice (1925), Electrical ignition (1911),Film, color (1912), Freon (1928), Gas chamber (1924), Gas mask (1914), Geiger counter (1913, 1928),Jukebox (1906), Kleenex (1924), Loudspeaker, dynamic (1924), Penicillin (1928), Polygraph (lie detector)(1921), Radio tuner (1916), Razor, electric (1923), Retractable landing gear (1911), Rubber, synthetic(1926), Scotch tape (1930), Silencer (1909), Skiing, water (1927), Stainless steel (1916), Tank (1912),Tank, rotating turret (1922), Telephone, rotary-dial (1923), Telephotography (1924), Tetanus shot (1927),Watch, self-winding (1923).

    Rare Devices/Technologies

    Aerosol spray can (1926), Computer, analog (1930), Defibrillator (1932), Dishwasher (1886), Electronmicroscope (1931), Engine, jet (1937), Engine, turboprop (1938), Helicopter, early (1907), Helicopter,modern (1924, 1939), Jet engine (1930), Nylon (1936), Pen, ballpoint (1935, 1938), Photocopier (1937),Polaroid photography (1932), Radar (1887, 1935), Radio, FM (1933), Rocket, liquid-fueled (1926), SCUBA(primitive) (1933), Stereo records (1933), Sulfa drugs (1935), Television color (1925) ,Television electronic(1927), Television mechanical (1923), Television camera (iconoscope) (1923), Tires, steel-belted (1937),Trampoline (1930), Walkie-talkie (1933), Washing machine (1858).

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    19. Vehicles

    Ground Vehicles:

    Type Maneuverability Body

    Car 1D+2 1D+2

    Car (sport, luxury) 2D+1 1D+2

    Truck 1D+1 2D

    Motorcycle 2D+1 1D

    General Car: Auburn 125 Phaeton Sedan 1930 $2,095, Auburn Speedster 851 1935 $1,225, BlackhawkChantilly 1930 $2,655, BMW 328 1937 $1,500, Chrysler 8 Airflow 1934 $1,345, Cord 812 Coupe 1937$1,995, Ford Coupe 1934 $555, Ford Model A 1927 $385, Ford Model T 1908 $850, Ford V8 1932 $535,Hudson 8 Coupe 1936 $960, LeSalle Sedan 1930 $2,590, Lincoln Zephyr 1937 $1,265, OldsmobileTouring Sedan 1937 $945, Packard Twin Six 1920 $1,500, Pierce-Arrow Straight-Eight 1930 $2,975,Pontiac Silver Streak 1935 $815, Studebaker President 8 1937 $1,045, Stutz Bearcat 1914 $2,000,Willys 65-Knight 1925 $600.

    Cars (sports, luxury): Cord L-29 Cabriolet 1930 $3,295, Duesenberg J 1928 $17,950, Duesenberg SJ1932 $20,000, Lincoln KB V12 1932 $4,700, Packard Model 471 Phaeton 1931 $3,490, Pierce-ArrowSilver Arrow 1933 $10,000, BMW 315 1934 $6,500, Bugatti 57 1933 $6,500, Cadillac V-16 1930 $6,525,Hispano-Suiza H6 1920 $4,000, Jaguar SS100 1937 $9,500, Mercedes-Benz SS 1929 $12,000,Rolls-Royce Phantom I/II 1925 $25,000, Rolls Royce Phantom III 1935 $50,000.

    Trucks: Ford Model A Pickup 1929 $400, Ford Model 830 Pickup 1935 $425, Ford Model T Utility Truck1917 $550.

    Motorcycles: Excelsior 20R 1920 $200, H-D 61E Knucklehead 1936 $300, H-D BA Peashooter 1926$250, Henderson KJ Streamline 1929 $325, Indian 101 Scout 1928 $175, Megola 1922 $600.

    Aircraft

    Type Maneuverability Body

    Airplane 1D+2 1D+2

    Airship (zeppelin) 1D 1D+2 (balloon 1D)

    Autogyro 1D+2 1D

    Airplane: Boeing 314 Clipper 1939 $60K, Consol M16-1 Commodore 1929 $50K, Curtiss JN-4D Jenny1917 $300, Curtiss P-6E Hawk 1931 $12,211, deHavilland DH.84 Dragon 1932 $60K, Douglas DC-2 10

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    1934 $45K, Douglas DC-3 101935 $47K, Fokker D VII 1918 $9,000, Fokker Dr-1 Dreidecker 1917 $9,000,Fokker E I 1915 $9,000, Fokker E II/III Eindecker 1915 $9,000, Ford Trimoter 4-AT 1926 $46K, GrummanF2F-1 1935 $50K, Martin 130 China Clipper 1934 $55K, Short S.23 Flying Boat 1936 $22K, SikorskyS-42 1934 $50K, Sopwith F.1 Camel 1917 $8,000, Sopwith Pup 1916 $8,000, Sopwith Triplane 1917$8,000, SPAD S.VII 1916 $8,500, SPAD S. 1917 $8,500, SPAD S.XIII 1917 $8,500, SPAD S.XVII 1918$8,500

    Watercraft:

    Type Maneuverability Body

    Speedboat 2D 1D+1

    Ocean Liner 1D 2D+2

    Tramp Steamer 1D+2 1D

    Submarine 1D+2 1D+2

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